165 lines
3.9 KiB
Lua
165 lines
3.9 KiB
Lua
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-- The benny weapon handles the weapon pickups you find throughout the game.
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SWEP.Base = "weapon_base"
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SWEP.PrintName = "Benny Weapon Handler"
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SWEP.ViewModel = "models/weapons/c_pistol.mdl"
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SWEP.ViewModelFOV = 10
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SWEP.WorldModel = "models/weapons/w_pistol.mdl"
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SWEP.Primary.ClipSize = 0
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SWEP.Primary.DefaultClip = 0
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SWEP.Primary.Automatic = true
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SWEP.Primary.Ammo = "none"
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SWEP.Secondary.ClipSize = 0
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SWEP.Secondary.DefaultClip = 0
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SWEP.Secondary.Automatic = true
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SWEP.Secondary.Ammo = "none"
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function SWEP:SetupDataTables()
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self:NetworkVar( "Float", 0, "Aim" )
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self:NetworkVar( "Float", 1, "Delay1" )
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self:NetworkVar( "Float", 2, "Delay2" )
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self:NetworkVar( "String", 0, "Wep1" )
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self:NetworkVar( "String", 1, "Wep2" )
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self:NetworkVar( "Int", 0, "Wep1Clip" )
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self:NetworkVar( "Int", 1, "Wep2Clip" )
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self:NetworkVarNotify( "Wep1", self.OnVarChanged )
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self:NetworkVarNotify( "Wep2", self.OnVarChanged )
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end
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function SWEP:OnReloaded()
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self.B_WepT1 = self:GetOwner():INV_Get()[self:GetWep1()]
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if self.B_WepT1 then
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self.B_ClassT1 = WEAPONS[self.B_WepT1.Class]
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end
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self.B_WepT2 = self:GetOwner():INV_Get()[self:GetWep2()]
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if self.B_WepT2 then
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self.B_ClassT2 = WEAPONS[self.B_WepT2.Class]
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end
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end
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function SWEP:OnVarChanged( name, old, new )
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if name == "Wep1" then
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self.B_WepT1 = self:GetOwner():INV_Get()[new]
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if self.B_WepT1 then
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self.B_ClassT1 = WEAPONS[self.B_WepT1.Class]
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end
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elseif name == "Wep2" then
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self.B_WepT2 = self:GetOwner():INV_Get()[new]
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if self.B_WepT2 then
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self.B_ClassT2 = WEAPONS[self.B_WepT2.Class]
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end
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end
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end
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function SWEP:PrimaryAttack()
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if !self:B_Wep1() then
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return
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end
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if self:GetDelay1() > CurTime() then
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return
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end
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if self:Clip1() == 0 then
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B_Sound( self, self.B_ClassT1.Sound_DryFire )
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self:SetDelay1( CurTime() + 0.2 )
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return
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end
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B_Sound( self, self.B_ClassT1.Sound_Fire )
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self:B_Ammo1( self:Clip1() - 1 )
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self:SetDelay1( CurTime() + self.B_ClassT1.Delay )
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return true
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end
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-- BENNY shit
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function SWEP:B_Wep1()
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return self:GetOwner():INV_Get()[self:GetWep1()]
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end
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function SWEP:B_Wep2()
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return self:GetOwner():INV_Get()[self:GetWep2()]
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end
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function SWEP:B_Ammo1( value )
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assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
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self:SetClip1( value )
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self:B_Wep1()["Ammo" .. self:GetWep1Clip()] = value
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end
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function SWEP:B_Ammo2( value )
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assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
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self:SetClip2( value )
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self:B_Wep2()["Ammo" .. self:GetWep1Clip()] = value
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end
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function SWEP:B_MaxAmmo1( value )
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assert( self:GetWep1Clip() > 0, "You cannot mess with an EMPTY magazine!")
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self:SetClip1( value )
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self:B_Wep1()["Ammo" .. self:GetWep1Clip()] = value
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end
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function SWEP:B_Class1()
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return WEAPONS[ self:B_Wep1().Class ]
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end
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function SWEP:SecondaryAttack()
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return true
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end
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function SWEP:Reload()
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if self:B_Wep1() and self:Clip1() < self:B_Class1().Ammo then
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if self:GetDelay1() > CurTime() then
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return false
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end
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self:SetDelay1( CurTime() + 0.2 )
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if self:GetWep1Clip() != 0 then
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B_Sound( self, self.B_ClassT1.Sound_MagOut )
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self:SetClip1( 0 )
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self:SetWep1Clip( 0 )
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self:B_Wep1().Loaded = 0
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else
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local maglist = { self:B_Wep1().Ammo1, self:B_Wep1().Ammo2, self:B_Wep1().Ammo3 }
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for i, v in SortedPairsByValue( maglist, true ) do
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if v == 0 then B_Sound( self, "Common.NoAmmo" ) return end
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self:B_Wep1().Loaded = i
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self:SetWep1Clip( i )
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self:SetClip1( v )
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break
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end
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B_Sound( self, self.B_ClassT1.Sound_MagIn )
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end
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-- self:B_Ammo1( self:B_Class1().Ammo )
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end
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return true
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end
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function SWEP:Think()
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local p = self:GetOwner()
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self:SetAim( math.Approach( self:GetAim(), p:KeyDown(IN_ATTACK2) and 1 or 0, FrameTime()/0.05 ) )
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local ht = "normal"
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if self:GetAim() > 0 then
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ht = "revolver"
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end
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self:SetWeaponHoldType(ht)
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self:SetHoldType(ht)
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return true
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end
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function SWEP:Deploy()
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return true
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end
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function SWEP:Holster()
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return true
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end |